31-10-2022, 11:04 AM
(31-10-2022, 11:03 AM)MarieGrasmeier Wrote: There is a fixed updater with 4 substeps. The solver is referenced in the updater.
Fixed timesteps in the project settings is 0.02.
So it seems that is not the solution to the mystery.
The simulation is running at about 60 FPS so there should be no issue with perfomance lagging, too.
For testing, I attached a sphere to the end of the rope using dynamic particle attachment.
The sprere has a rigidbody (non-kinematic), an obi rigidbody, sphere collider, and an obi sphere collider.
When playing, the sphere falls down to the floor due to gravity without affecting the rope at all.
I'm out of ideas then. Could you share this scene with me so that I can take a look, by sending it to support(at)virtualmethodstudio.com? thanks!